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#1

help with sackbot punchs and hit tagging

Archive: 7 posts


Ive seen some people comment on how to do some attacks using emitter style trickery and such but heres what im after, currently with my se-tup i have square and triangle set up for left and right sided attacks. i dont want any emitter wave effects of anything of sorts.

Is there any way in which you can control which sided attack just by the way your face. ( im having a gut feeling it will have something to do with connecting the left analogue stick with a button press to the set-up. this is the thought of having just one button has an attack.

Secondly is there a way in which the animated hit which is recorded onto a behaviour chip to be able stop in its tracks until the hitting animation has finished, with my current set-up when the sack bot is running and i initiate a left handed attack he stops and holds his left hand in the direction he was running and only attacks once i let go of the direction, the right handed attack continues moving and attacks but slides along as it does so.

Thirdly im wanting a bot that when hit causes all the other bots in the vicinity to attack one another (A RIOT!!), i understand it will require new behaviours and and new actions to be acted out for them, the part im stuck on is how does one tell the sackbot that hes been hit so that it changes the behaviours from a one off hit? i tried the impact sensor but i think that reacts with it touching anything, hence it not working as it touches the floor, unless im doing something wrong which im thinking i am.

Any help would be greatly appreciated!
Thanks in advance...
2011-03-23 20:37:00

Author:
Unknown User


You could hook up the L/R output of the left stick on the controlinator to a signal splitter. Then, link each output of the splitter to a 1-shot counter and to the reset of the opposite counter. Then, whichever direction the bot went in last will be reflected by these counters.

During an attack you could disable the controlinator altogether, preventing an unwanted interruption.

Your last point I am trying to find a solution for myself as well (seen people make it). My gut says use an impact sensor that requires a tag on the object impacting it. That tag should be activated on a sackboy that executes an attack.
2011-03-23 20:56:00

Author:
Antikris
Posts: 1340


OK So for your first question, adding the left stick along with a direction splitter into your logic would work to designate which direction the attacks would go. Or you could use 2 tag sensors if all the action is only involving sackbots. set the 2 tag sensors next to each other on the sackbot. Set the color of each and label them something like 'attack'. Change the radius of each to 180 degrees. so one will pick up anything on the left and the other only picks up enemies on the right. Then slap a corresponding tag on all the enemies.

As for question 2 it would depend on the attack being used. Are you using normal slaps?

And for three. Maybe put an impact sensor on the first sackbot and use that to activate the behaviors on the other bots?

EDIT: Darn, stopped for dinner in the middle of typing the post and got beaten to the answer
2011-03-23 21:35:00

Author:
Chicago51
Posts: 258


EDIT: Darn, stopped for dinner in the middle of typing the post and got beaten to the answer

From an iPhone while lying on a hotel bed in sunny Spain no less. I'm a lazy ninja.
2011-03-23 22:53:00

Author:
Antikris
Posts: 1340


Cheers guys!
Yeah i thought it would be something to do with the left stick and a splitter, im liking the idea with automatic detection using tags, but im probably going to let the player control what direction he attacks in as their is going to be quite a few sackbots running around and causing chaos.

The type of attack is just the normal sackboy slap, how do you stop the controller altogether, just for the period of time for the attack and then be able to control the bot afterwards again.

As for the impact sensors im trying out different ideas, i just got back in right now so am going to have a quick go at setting something up along the lines of what you guys have said. ill let you guys know if i have any success on that front...

I found a tutorial on lbp2 by alic44, heres on here known as alic, he seems to do some really good sackbot control.
He uses sequencer and batteries to animate the movement and such rather than use behavior chips, im learning more into how to control the sackbot with more than one dcs i never knew that this could be done before this lol, talk about learning something new in lbp2 everyday haha.

Heres a link to that tutorial if anyones interested, you can go through and play his game as well... (http://lbp.me/v/yc5b34)
(Theres a part 2 that follows onto the first which goes slightly into more depth and talks about a blocking move)
2011-03-24 12:48:00

Author:
Unknown User


You can enable/disable a controlinator by putting it on a separate microchip and turn the chip on and off: hook a wire to the bottom of its icon.2011-03-24 17:40:00

Author:
Antikris
Posts: 1340


You can enable/disable a controlinator by putting it on a separate microchip and turn the chip on and off: hook a wire to the bottom of its icon.

I see that makes a smiple solution to disabling controllers.
2011-03-24 21:03:00

Author:
Unknown User


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